Aus_Snow
First Post
I decided to throw another stat in. Dunno if you like the sound of that (probably not, is my guess). Anyway, Perception is the one. Basically, it's used for aiming, firing, awareness/notice (of course) and everything else where it makes sense to apply. Intelligence, which IMO should have very little (or nothing) to do with awareness/notice to begin with, is now the only stat to give you bonus skill points, representing as it does an aptitude for learning. It's still used for the skills that are based on it, plus any time you need a check for figuring stuff out in general. You can even use the equivalent of the Cool x 2.5 rule (stability number? something like that. . .) given in the corebook (I think), but with Int, where there is no skill that applies, or where you have no skill points that could apply. And speaking of Cool. . .
Cool, on the other hand, I like in its traditional role: keeping your cool, relying on your willpower, that stuff. CEM (Combat Experience Modifier, IIRC) provided additional emphasis here, if you fancy that style. But most of all, I like the Stress rules in Dark Metropolis (a frackin' excellent supplement, btw) [pages 15-18].
As I said, that's most likely no use for your games, but I just felt like posting that anyhow, because it's not often these days I talk about CP2020 (or CP2013) much at all.
And yeah, I agree about the armour / armoured clothing issue - steer clear of that one, whatever else you do! Other things that could use work, IMO: '10 round roulette' (whereby you can be doing anything, even something you have done thousands of times, and excel at, so it's second nature, but you roll a 1, and that's that - happens 1 in 10 times, which just makes it that much worse; and with Luck only coming back per session. . . yeah
. . .), netrunning (there are a few alternatives around the interwebs - check 'em out), and drugs (as per netrunning).
Well, that's what I found. All of which reminds me, I really have to get back to some CP2020, ASAP.
Cool, on the other hand, I like in its traditional role: keeping your cool, relying on your willpower, that stuff. CEM (Combat Experience Modifier, IIRC) provided additional emphasis here, if you fancy that style. But most of all, I like the Stress rules in Dark Metropolis (a frackin' excellent supplement, btw) [pages 15-18].
As I said, that's most likely no use for your games, but I just felt like posting that anyhow, because it's not often these days I talk about CP2020 (or CP2013) much at all.
And yeah, I agree about the armour / armoured clothing issue - steer clear of that one, whatever else you do! Other things that could use work, IMO: '10 round roulette' (whereby you can be doing anything, even something you have done thousands of times, and excel at, so it's second nature, but you roll a 1, and that's that - happens 1 in 10 times, which just makes it that much worse; and with Luck only coming back per session. . . yeah

Well, that's what I found. All of which reminds me, I really have to get back to some CP2020, ASAP.